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Very Hot Topic (More than 25 Replies) New commands and functions in 227 (Read 108835 times)
Smirftsch
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Re: New commands and functions in 227
Reply #15 - Feb 27th, 2008 at 9:48pm
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added a new parameter for commandline: -timestamplog
which will force Unreal to put a Timestamp after the logfile name
so if you would simply startup unreal with -timestamplog, the logfile will be:
UnrealYear_Month_Day_Hour_Minute_Second.log
if you start it up with -log=server.log -timestamplog, the logfile will be:
ServerYear_Month_Day_Hour_Minute_Second.log

But keep in mind if you restart your server automatically when crashed and it would crash continuously, it will produce endless amount of logfiles.
  

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[]KAOS[]Casey
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Re: New commands and functions in 227
Reply #16 - Feb 29th, 2008 at 2:33am
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If smir updates the scorch.uc I sent him with the Blood

All weapon decals{or subclasses of Scorch} will have a configurable variable called.. DecalLifeSpan.

This variable effects ONLY clients. Servers need not apply.
Default is -1.
-1 = default behavior, the effects will disappear upon not being rendered for some amount of time.
0 = infinite. Decals will NEVER disappear. use at your own risk.
>0 = time in seconds, 1.1 is 1.1 seconds. 30 is 30 seconds.

this is located under "Decal" then "Lifespan" in preferences
« Last Edit: Feb 29th, 2008 at 4:42am by []KAOS[]Casey »  
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Re: New commands and functions in 227
Reply #17 - Feb 29th, 2008 at 2:52am
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New Blood.

Please note : blood will NOT work completely unless the server you're in is 227c! If you're a 227c client in a non-227c server, you will ONLY see splatter from gibs. the current method is impossible to work otherwise. I'm sorry to tell you that.

227c will include somewhat-realistic blood, adding blood to gibs and pawns/carcasses taking damage, as well as Blood Pools. The current system is subject to change, but I feel it's solid.

configurable things:
window unreal{for safety of no crashing/freaking first}
Preferences.
Then Decals>Blood

Client: bEnableEnhancedBlood : self explanatory, on or off? this is for people who may not like it.
Server: 
bBleedingEnabled : Show bleeding effects, 50% chance for a pawn to bleed. Pre 227c client won't see this.

bBleedingDamageEnabled: Bleeding damage, 1 health every somewhat-random 1-2seconds. lasts for a random amount of time. 1 pawn can only have 1 instance of bleeding. Instigator is the LAST person who hit them, if person A initiates bleeding on person C but person B then hits person C and could cause bleeding by hitting person C, person B is now the instigator if C happens to die from bleeding, B gets the kill. The only way self instigator happens is if they damage themselves somehow and die from bleeding without anyone else triggering bleeding. Works fine on pre 227c clients, they just take damage and don't really notice{no blood drop sound.} Don't recommend this for a server that allows older clients because of that.

BleedingDamageMin: minimum damage bleeding can cause. Default 5.

BleedingDamageMax: maximum damage  bleeding can cause. Default 20

Bleeding damage is done with rand, and increased to minimum if rand returns below min, and will go to max if rand goes over max{impossible anyway.}

bAllHealthStopsBleeding: picking up any health item will stop bleeding. Subject to not working due to modified health items.

bBandagesStopBleeding: picking up bandages will stop bleeding.
Subject to not working due to modified Bandages.


Blood's lifespan is dependant on the Decal's lifespan in the above post.

Blood splatter and drips will not show up on bLowGore true.
Blood splatter, drips and carcass blood pools will not show up on bVeryLowGore true.

Blood color is dependant on the scriptedpawn's blood type. All non scriptedpawns force red blood because Pawn does not hold the bGreenBlood variable. Sorry.


Blood physics is influenced by what hits said pawn. if they get hit with a Rifle or an ASMD the blood will fly farter, but weaker things such as automag and minigun do not have any at all. subject to change if any problems arise from any testers.

Blood base code is provided by Fenix Steiner, some sounds and textures from Dark Night. Code heavily modified by me{ in some parts.}

I think that covers it all.
« Last Edit: Mar 24th, 2008 at 4:43am by []KAOS[]Casey »  
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Re: New commands and functions in 227
Reply #18 - Feb 29th, 2008 at 9:14pm
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*Added 2 new engine consolecommands:
-GameInfo.ConsoleCommand "GetPreLoginAddress", can be used during Event Prelogin call for retreiving the connectioning client's IP. As example:
Code
Select All
event PreLogin( string Options, out string Error )
{
	if( ConsoleCommand("GetPreLoginAddress")=="127.0.0.1" )
		Log("Lan server administrator logged in");
	else Super.PreLogin(Options,Error);
}
 


-PlayerPawn.ConsoleCommand "UGetIP", smilar to GetPing but returns instead the Client IP. Useage example:
Code
Select All
event PostLogin( playerpawn NewPlayer )
{
	MyNewPRI(NewPlayer.PlayerReplicationInfo).ClientIP = NewPlayer.ConsoleCommand("UGetIP");
}
 


*Fixed error with not being able to see PreLogin error on Mid-Screen as with 227b (most of you didn't even notice this).
As for example, 225f:
Quote:
Rejected By The Server
Server is at its maximum capacity.

227b:
Quote:
Connection failed
Rejected By The Server
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: New commands and functions in 227
Reply #19 - Mar 1st, 2008 at 4:09pm
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Zoneinfo : Zonedamagestring is now used.

If someone dies from the zone info {no instigator, or self instigator, non suicide}, from damage such as lava damage, if a zoneinfo has a supplied zonedamagestring, the gameinfo will use that string as a death message as long as they DIE from the zoneinfos exact same damage. now you could be even more creative with your maps.

If you set a lavazones zonedamagestring to "was too dumb to look down and fell into lava!" with no space at the front, there will be a death message of "Player was too dumb to look down and fell into lava!". This should work on older clients as the server will broadcast this message itself, and no new code is called by the client or assumed.
  
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Re: New commands and functions in 227
Reply #20 - Mar 2nd, 2008 at 5:53pm
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Updated UBrowser Server browser:
-Bigger default vertical size of that window to show full info of all servers (servername, players, ping, IP, port etc...), without having to resize it.
-Added server version number to appear on server list like in UT.
-Added a "Join with password" button option when you right click at a server from the list.
-"Join with password" window has an ability to save the password so next time you normally connect to that server (through UBrowser) it automatly uses that password.
-When connecting to an "unknown" server (one where you havent desired any password for) it will join with a randomly generated password to protect you from password stealing.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Shivaxi
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Re: New commands and functions in 227
Reply #21 - Mar 3rd, 2008 at 12:36am
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I could always upload the bloodmutator that this was built off of if anyone wants blood in a non 227c server or client Tongue
  

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Re: New commands and functions in 227
Reply #22 - Mar 9th, 2008 at 3:17pm
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Added new D3D9 renderer. Details as usual can be found here:
http://cwdohnal.home.mindspring.com/utglr/

Thx Chris !
  

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Re: New commands and functions in 227
Reply #23 - Mar 9th, 2008 at 5:23pm
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Added a "U227GameRules" class which can enhance serverside mutator;s, such as modifing player spawn point, modifing damage, preventing deaths, blocking/modifing chat messages etc...
But note that some of these functions may *not* work with some custom game types that modifies the game.
Also using this class will force your mod to be for 227 use only, so try to keep it in use only on server (a non-downloadable package) so older clients can still join the server aswell.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: New commands and functions in 227
Reply #24 - Mar 10th, 2008 at 1:42pm
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Smirftsch wrote on Mar 9th, 2008 at 3:17pm:
Added new D3D9 renderer. Details as usual can be found here:
http://cwdohnal.home.mindspring.com/utglr/

Thx Chris !


Nice! This may be a good alternative to OpenGL since OGL is broken with the current nV drivers. (Any progress here?)
  

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Re: New commands and functions in 227
Reply #25 - Mar 10th, 2008 at 1:58pm
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since it really seems to be a driver issue (even in linux it happens), and there is no newer driver out yet, there is not much I can do. On some systems 169.21 seems to work fine (except switching between fullscreen and windowed mode), on other systems the driver seems to cause more trouble (I can't even install it in windows without having 8bit color depth max). I could write a mail to nvidia dev-center maybe, but there are many reports about driver problems with their 169.21 release, so I'm pretty sure they are working on it already. Anyone tried the beta drivers yet (169.28) ?
  

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Re: New commands and functions in 227
Reply #26 - Mar 10th, 2008 at 3:12pm
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I'm now temporarily running an old driver because I'm in a rebuilding project for my computers. At the moment I'm working on an older system with a GeForce 5 under Windows 2000. When I have the new hardware I'll update to the latest (official) drivers again.
  

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Re: New commands and functions in 227
Reply #27 - Mar 10th, 2008 at 7:21pm
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Added a new JumpPad class, UJumpPad:
Actor > NavigationPoint > LiftExit > UJumpPadEnd > UJumpPad
                                         LiftCenter > UJumpDest
Benefits over old JumpPadDM from 227b:
-Easier to adjust jump velocity
-Supports AI pathing

Useage:
Place UJumpPad as starting point somewhere in the map.
Place UJumpDest as jump destination (jump velocity is automatly adjusted to so you land perfectly on this actor).
Place UJumpPadEnd as the AI path ending point (wherever bots or monsters will land on).
After that set them all have same LiftTag and "Define Paths" in the map (it is Important, or the jump pad wont work).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: New commands and functions in 227
Reply #28 - Mar 21st, 2008 at 10:17am
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added new commands for OpenAL:
astat audio
astat detail
for stats about current playing sounds.
  

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[]KAOS[]Casey
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Re: New commands and functions in 227
Reply #29 - Jun 20th, 2008 at 10:36pm
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added a method to get downloaders/connections to the server.

usage : admin UGetConnections, with admin obviously..

Example output to server/client(ips modified to be invalid) output is identical to client/server except that it's broadcast only to admins by default.

Code
Select All
ScriptLog: Conn #0: 5.95.19.137:7777 []KAOS[]«ŗs͡© State: Open
ScriptLog: Conn #1: 256.31.146.250:7777 Cpt.MetaKnight Down: ..\System\Master2.u 682/2374kb 28% State: Open (Downloading)
ScriptLog: Conn #2: 256.222.224.171:7777 .:..: Down: ..\System\koopgame2.u 304/386kb 78% State: Open (Downloading) 



Connection 0 is connected on the server
Connections 1 and 2 are downloading and you can see the progress..

This will work on all gametypes and is client-version independent.

Optional parameter of true {admin ugetconnections true} will broadcast this same information, to all players, but without IP:Port for security

The code is in engine.gameinfo as to show an example of how to use some of these new 227 functions in levelinfo.
  
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